You are on page 1of 4

ERRATA

CHAPTERS
PROLOGUES CHAPTER 6 CHAPTER 12
• †
 Toreador: Storybook – P.15 • † Storybook, Conclusion – P.40 • ‡ Table of Contents
1) At the bottom of the page, add: Take 3 Boons. As part of the rewards for finishing the chapter, add: The table is missing the reference to phase 2 of ACTION
2) Do not set Investigation token #3 on the tile. It is “TAKE THE FIRST KEY FRAGMENT #54” ITEM CARD”. TOKEN #1 & #2. At the bottom of the table of content,
setup later in the prologue. add the following:
CHAPTER 7 “ACTION TOKEN #1 (PHASE 2).......p.103”
• †
 Gangrel
1) Booklet E.8 and E.11 – P.11 & 14: The skill in the • † Table of Contents ”ACTION TOKEN #2 (PHASE 2).......p.109”
description box should be ATHLETICS and not BRAWL, At the bottom of the Table of Contents, add the following • † E.12 – P.113
since the combat cards “LEAP” and “DODGE” use Athletics. instruction: ACTION TOKEN #1…P.66. The page exists, but Add the following instruction before ”RESUME
2) Storybook P.5: The bottom note says to use only the the link to it in the Table of contents is missing. PLAYING”: “DISCARD THE “MORE THAN YOU
character’s base combat deck, but you can use all available • ‡ Storybook: Introduction – P.45 BARGAINED FOR” #78 EFFECT CARD”
combat cards to Aren, as seen in a table in the booklet. Place ACTION TOKEN #1 on the HEX shown below. • † E.110 – P.211
• †
 Brujah Booklet remove the “STUDENTS” and “SECURITY GUARD” NPCs. The standee numbers are missing. The instruction
E.7 – P.10: Potence level 1 gives extra dice to the attack, They appear later in the chapter. should read: “SET THE ‘GUEST #1’ #38 NPC, THE ‘LINDA’
not directly Damage. #51 NPC, THE ‘MARIE DUMONT’ #36 NPC, THE “‘OOKIE
• †
 Malkavian Booklet GUARD”’#50 NPC, AND THE ‘TOUGH-LOOKING GUARD’
D.10– P.15: The difficulty of the skill check should be 3 #47 NPC ON THE DESIGNATED HEXES”.
instead of 2. • † E.115 – P.216
The standee numbers are #47 for the Tough-Looking
CHAPTER 1 Guard NPC, and #50 for the Rookie Guard NPC.
• ‡ Storybook: Introduction – P.29 • † E.116 – P.217
The first action should not direct you to E.1 specifically (as The ACTION TOKEN #2 that is being setup here is
it is Lucianna’s page). It should read: Read your character’s ACTION TOKEN #2 (PHASE 2), which leads to page E.8
introduction. There are found on pages E.1 to E.8 when activated.
CHAPTER 2 CHAPTER 13
• †
 Machine room: front – P.103 • † Table of Contents
When you investigate the crates, the two skill check Pages were inverted in the Table of contents. “Tough-
results are inverted. It should read: Looking Guard” is on page 5, and the “Old Guard” on page 19.
• † E.2 – P.63
MAKE A MENTAL + AWARENESS CHECK
The “STUDENTS” NPC is indeed a dialogue NPC, and the • † Sam: D.3 – P.80
0 TO 2 SUCCESSES: READ IN.2
image shown on the page should have the speech bubble Remove the “IF YOU HAVE HUMANITY 7” from
3+ SUCCESSES: READ IN.1
to indicate that. the second choice. Anyone can take that choice.
• †
 Larry the Janitor: D.3, D.5, D.7, D.8 – P.44, 46, 48, 49
• † E.4 – P.65
Larry the Janitor is never set on the tile, that is by CHAPTER 14
Add this instruction if you win combat: “REMOVE
design. The instruction to remove his standee from • † Valois Sang: D.1 – P.64
INVESTIGATION AREA TOKEN #2 FROM THE TILE”.
the tile should not be there, you can ignore it. Add the following instruction at the bottom of the page:
• ‡ E.5 – P.66
• †
 Larry the Janitor: D.4 – P.45 “Otherwise, RESUME PLAYING”
The first choice should be “IF YOU HAVE CLUE TOKEN
Since Larry is never set up on the tile, you cannot • † Yuma McKenzie: D.3 – P.20
#4” and not “#1” as it currently is.
run after him when he flees. Remove the following Remove the “THE “YUMA MCKENZIE” NPC CAN
instruction: CHAPTER 8 NO LONGER BE INTERACTED WITH” instruction.
THE “LARRY THE JANITOR” NPC STARTS FLEEING. It should not appear on this page.
• ‡ Storybook: Introduction – P.47
Catch him or risk a Masquerade Breach
The action should read: “READ PAGE E.37”, and not • ‡ Storybook: Conclusion – P.60
CHAPTER 5 “READ PAGE E.1”. At the bottom of the page, add the following instruction:
• † Table of Contents If you own the HECATA EXPANSION PACK, the
• ‡ Storybook: Introduction – P.37
Page 64 is for Action token phase I, while page 65 is for HECATA character becomes playable. You may play the
Add Action Token #3 on the HEX as shown in the image
Action token phase II. When it is first setup on the tile, HECATA CHAPTER N°1 at the end of any CHAPTERS.
below.
the action token is in phase I. Later during the scenario, You can play Aurora at any point in the campaign, but
it can, through your actions turn to phase II. this is the moment in the narrative when she appears
in Montreal. From this chapter onwards, you will see
• † IN.7 – P.56
Aurora-specific choices in the game.
The Action token is setup in phase II this time, so

LAST UPDATE: 10-11-2023


interacting with it triggers E.65. • † Storybook: Introduction – P.59
The “WILLIAM” NPC is not a dialogue NPC. Ignore the
CHAPTER 10 speech bubble on his set up icon.
• † E.8 – P.73 • † E.7 – P.98
The “COUPLE” NPC is indeed a dialogue NPC, and the When you fail the combat, you may restart the chapter
image shown on the page should have the speech bubble from E.30, not E.28.
to indicate that.
CHAPTER 15
• † FD.2 and FD.3 – P.59-60
Replace all mentions of “READ PAGE FD.4” with “READ • † Mirrors: IN.1 – P.5
PAGE FD.6”, and vice versa. The page numbers were When you investigate the mirrors, the two skill check
• † E.12 – P.77 linked to the wrong branch. results are inverted. It should read:
In the first box, above “YOU MUST RESUME PLAYING”, add MAKE A MENTAL + OCCULT CHECK
the following instruction: “EXCHANGE INVESTIGATION CHAPTER 11 0 TO 2 SUCCESSES: READ IN.1
VAMPIRE: THE MASQUERADE – CHAPTERS

AREA TOKEN #2 WITH ACTION TOKEN #2” • † Storybook – P.53 3+ SUCCESSES: READ IN.2
• † E.12 – P.77 The following NPCs should also have a speech bubble, as • ‡ E.11 – P.54
In the second box, above “YOU MUST RESUME PLAYING” they are dialogue NPCs as well as being combat ready: The instruction for the second choice should be “READ
add the following instruction: “CHAPTER ENDS ONCE Rookie Guard #50, Distracted Guard #37, Older Guard FINAL DEDUCTION PAGE FD.3”
ACTION TOKEN #3 IS REMOVED FROM THE TILE” #48, Tough-looking Guard #47, Overworked Guard #9.
• † E.18 – P.61
• ‡ E.17 – P.114 Add the following instruction at the bottom of the page:
INTERLUDE 1 The third choice should be: “IF YOU HAVE BOTH CLUE “TAKE THE “THIRD KEY FRAGMENT” #56 ITEM CARD”
• †
 Storybook – P.43 TOKEN #2 AND THE SECOND KEY FRAGMENT #55
• ‡ Tiles: IN.2 – P.31
The “SIDEQUEST ‒ ANCIENT PATHS N° 1: TO SMELL ITEM CARDS”.
A potentially chapter stopping instruction is missing.
A RAT” is on page 129 and not 43.
Add the following instruction at the bottom of the page:
IF ALL INVESTIGATION AREA TOKENS HAVE
BEEN REMOVED FROM THE TILE YOU MUST READ
EVENT E.2.

‡ : Higher importance error leading to a dead-end or a wrong path. 1


† : Typo, oversight, clarification or improvement — Not game breaking. In most of these instances, players can figure the solution without this document.
CHAPTER 16 • † Zimmer: D.8, D.10, D.12 – P.13, 15, 17 CHAPTER 28
• ‡ Storybook: Introduction – P.63 To avoid a loop, add the following instruction before • † Melkiah D.5, D.8, D.11 – P.58, 61, 64
At the bottom of the page, a callout is missing. It should the RESUME PLAYING on these pages: REMOVE ACTION The “THE “MELKIAH” NPC CAN NO LONGER BE
contain the following special rules for Chapter 16: TOKEN #1 INTERACTED WITH” should not be on these pages. Feel
- At the end of the first round, READ EVENT PAGE E.3. • † Waitress: D.5, D.6 – P.114, 115 free to ignore it.
- You cannot interact with the action tokens in this chapter. There is no need for this clue token in this chapter. • † E.5 – P.94
The “SCARED YOUNG COUPLE” NPC counts as the You can ignore the “TAKE CLUE TOKEN #3” instruction. The instruction refers to the wrong NPC. It should read:
“MOST INJURED” for the purposes of targeting in “READ “YUMA” DIALOGUE D.1”
combat. The “DECREPIT RISEN DEAD” NPCs move CHAPTER 21
1 HEX per turn towards the couple. • † E.12 – P.63 CHAPTER 29
- The “DECREPIT RISEN DEAD” NPCs use the The consequence here is a little too light. Instead • ‡ IN.2 – P.47
“DECREPIT RISEN DEAD” summon card. of taking the LOOSE ENDS card immediately, use Change the first choice requirements to: “IF YOU HAVE
- The “SHAMBLING RISEN DEAD” NPC uses the following instruction: CLUE TOKEN #1 OR #2”.
“SHAMBLING RISEN DEAD” state card. IF YOU HAVE USED THE BITE COMBAT CARD
OR ANY DISCIPLINES DURING THIS COMBAT, • ‡ E.4 – P.55
- Remove the “BITE” card from your combat deck
A MASQUERADE BREACH OCCURS, OTHERWISE Add the following instruction at the top of the page:
for this chapter. Biting the dead is a bad idea.
TAKE THE “LOOSE ENDS” #69 EFFECT CARD. REMOVE ALL CHARACTERS WITH BLOOD SORCERY
- You can run away and end this chapter at the end of any FROM THE TILE.
combat round. When you do so, READ EVENT PAGE E.2 • † Storybook: Introduction – P.79
The Initial setup shows Action Token #1 and #2. These • † Storybook: Introduction – P.99
CHAPTER 18 should not be there. Remove them. They are set up later Do not set up Investigation Token # as shown, it
• † Front Stage IN.3 – P.62 in the chapter. appears later on in the chapter.
If a combat begins, the security guards use the following • † Storybook: Conclusion – P.80 CHAPTER 30
state cards: “1st Security Guard #10, 2nd Security Guard The part of the conclusion that teases the next two
#36, and 3rd Security Guard #37”. • ‡ E.3 – P.28
chapters is missing. You can refer to the conclusion The image is missing an element. Action Token #4
• ‡ South Dial, IN.2-3-4 – P.75-76-77 of Chapter 22, on page 82 to fill in the blank. Read from should be placed according to the image below.
Add the following Instruction before the “Resume the 2nd paragraph onward, “And indeed, the next night...”
Playing”: “IF THE INVESTIGATION AREA TOKEN #3 IS
NOT ON THE TILE, YOU MUST READ EVENT E.26”. CHAPTER 22
• † E.23 – P.124 • † E.37 – P.76
Add the following instruction after “IF THE ROUND The standee number for the Old Priest NPC is missing in
TRACKER HAS REACHED 0...”: “REMOVE THE ROUND the instruction. It should be #90.
TRACKER”. If the round tracker has not reached 0 • † E.1 – P.40
by then, there is no need for it anymore. The round tracker must be set to 10, not 1.CHAPTER 25.
INTERLUDE 2 CHAPTER 25
• † Storybook – P.70 • † E.16 – P.19
The gold bar at the top contains the wrong item number. An instruction showcasing the scenario BOSS’ power is
It should read: “FRAGMENTED SOUL IN A MIRROR” #57. missing. Add the following after setting him on the tile,
• † Storybook – P.73 but before combat begins: “MOVE EACH CHARACTER
An instruction is missing. At the end of the interlude, AND ALLY 3 HEX AWAY FROM THE BOSS.” (Name of the
• ‡ E.7 & E.8 – P.32, 33
you should see the following instruction: “YOU CAN boss changed to BOSS here only to avoid spoilers).
The action tokens are missing from the image. They
NOW PLAY THE MINISTRY CHARACTER AND PLAY • † E.17 – P.20 should be set up according to the image below.
MELISSA SANTOS’ CHAPTERS”. The instruction to get rid of your effect cards is missing.
At the top of the page, add the following: “DISCARD THE
CHAPTER 19 FOLLOWING EFFECT CARDS IF YOU HAVE THEM:
• † D.12, D.15 and D.21 – P.53, 56, 62 “APEX PREDATOR” #81, “THERE’S SOMETHING IN THE
These pages do not indicate which State card to use. WATER” #82, “CRISIS OF FAITH” #83, “FALLEN ANGEL”
They should be: De Facto Supervisor: ‘Construction Boss’ #84, “ROOT OF ALL EVIL” #85, “WITCH HUNT” #86.
#39, ‘Disinterested Worker: 1st Construction Worker’ #40, • † E.25 – P.28
‘Engineer: 2nd Construction Worker’ #41. It is unclear which deck this new, special BOSS is using.
• † E.23 – P. 150 After setting him on the tile, add the following
The token number is wrong on the image. It should be instruction: “MIX THE SHARED BOSS AND BOSS #8
Action Token #2. The instructions are correct. COMBAT DECKS TOGETHER.”
• † Barred Pipe IN.12 – P. 77 CHAPTER 26
An instruction is missing in order to avoid a loop. Before
the instruction to read Andrade’s dialogue, add: “REMOVE • † Caleb D.1 – P.18
INVESTIGATION AREA TOKEN #1 FROM THE TILE”. The blood given to you by Caleb should also remove • ‡ E.10 – P.35
some of your hunger. Add the following instruction after

LAST UPDATE: 10-11-2023


• † Opened Pipe IN.7 – P. 103 The action tokens are missing from the image. They
recovering damage and willpower: “DECREASE YOUR should be set up according to the image below.
An instruction is missing in order to avoid a loop. Before HUNGER TRACKER BY 2”.
the instruction to read Andrade’s dialogue, add: “REMOVE
INVESTIGATION AREA TOKEN #1 FROM THE TILE”. • † E.17, E.21, E.23, E.29 – P.70, 74, 76, 82
The Effect card given here is wrong. It should be “MARK
• † Pile of Refuse, IN.4 – P.113 OF THE SABBAT” #89
The clue token mentioned here should be #3 and not #1.
• ‡ E.62 – P115
CHAPTER 20 The location of Action Token #2 is missing. Place it
• ‡ E.2 – P.141 anywhere adjacent to a difficult terrain token.
There should be another way to enter the kitchen CHAPTER 27
without requiring Animalism. Add the following
instruction among the available choices: • † Storybook: Introduction – P.91
IF YOU HAVE THE “DOG WHISTLE” #2 ITEM CARD, Both Rhodes and Jacob should have a speech bubble on
VAMPIRE: THE MASQUERADE – CHAPTERS

Surreptitiously blow the whistle and sneak into the the setup as they are both dialogue NPCs.
kitchens while the dog is momentarily distracted. READ E.5 • † Storybook: Introduction – P.91
• ‡ Zimmer: D.13 – P.18 Without spoiling anything, this chapter is a rare instance
in which going into frenzy could result in not removing a • † E.33 – P.58
The instruction refers to the wrong Action Token. It
character from the tile for various reasons. As such, add It should read: “SET ACTION TOKENS #1, #2, #3, AND
should read: REMOVE ACTION TOKEN #2 IF IT IS ON
the following instruction: #4 (ALL PHASE II) ON THE DESIGNATED HEXES”. It is
THE TILE.
IF YOU ENTER FRENZY DURING THIS CHAPTER, currently missing the Phase II part.
• † E.1 – P.140 DO NOT REMOVE YOUR CHARACTER. KEEP • † E.35 – P.60
An instruction is missing if you do not want to interact PLAYING, BUT YOU CANNOT USE THE BLOOD It should be INVESTIGATION AREA TOKEN #1 and not
with Zimmer after activating ACTION TOKEN #1. Add ANYMORE UNTIL THE END OF THE CHAPTER. #3 that needs to be set up here.
the following at the bottom of the page:
Or, Indicate to the barkeep you’ll come order later
and step away from the counter. RESUME PLAYING.

‡ : Higher importance error leading to a dead-end or a wrong path. 2


† : Typo, oversight, clarification or improvement — Not game breaking. In most of these instances, players can figure the solution without this document.
• † E.43 – P.68 • ‡ E.55 – P.84 HECATA #2
The STEALTH check should be accompanied by the The players’ starting location is missing. It should be as • ‡ Charlotte Milliner: D.1 – P.6
phrase: “Quickly dash out of there”, and the OBFUSCATE shown on the following image. Add the following instruction before “Otherwise, READ D.2”:
use should be accompanied by the phrase: “Trust in IF YOU ARE ON TILE H-02 (Church Interior) READ D.6”
the Blood to keep you hidden.”
• ‡ Charlotte Milliner: D.3 – P.8
• † E.45 – P.70 This page leads to the wrong page. It should read:
The NPC shown in the image should be looking the other READ EVENT E.12
way. Rotate him so that his facing arrow points left.
• † Clarence Bleaker: D.19 – P.36
To follow the narrative, Clarence should be removed
from the tile before you resume playing. Add the
following instruction after the round tracker is set:
REMOVE THE CLARENCE BLEAKER NPC FROM THE TILE.
• ‡ E.21 – P.94
An instruction is missing. Before “RESUME PLAYING”,
add: “IF CLARENCE BLEAKER IS ON THE TILE, YOU MUST
READ CLARENCE BLEAKER DIALOGUE PAGE D.23”.
CHAPTER 33 • ‡ E.29 – P.102
Since Clarence joins you, he will not go and do that other
• † Nyaya D.29 – P.104 thing he promised. Add the following instruction when
The first choice, the one requiring the TONGUE OF combat begins: REMOVE THE AUTHORITY TRACKER
JARTHIS, should not exist. Ignore it.
• ‡ Charlotte Milliner: D.1 – P.6 and Mikael, D.6 – P.61
• ‡ E.66 – P.91 • † Melkiah D.5 – P.20 You do not need both clue tokens, only either. Change
The players are missing from the image. They should be An instruction is missing. After making a Rouse check, the instruction to: IF YOU HAVE CLUE TOKEN #1 OR #2
set up according to the image below. add the following instruction: “GAIN 1 INVESTIGATION
SUCCESS TOKEN” LASOMBRA #1
• † Storybook: Conclusion – P.108 • † Stored Paintings, IN.1 – P.58
Remove the instruction: “DO NOT REGAIN YOUR The wrong clue token is given. It should read: “TAKE
HUNGER, WILLPOWER, OR MEND YOUR DAMAGE” CLUE TOKEN #1”.
CHAPTER 35 • ‡ Canvas on Easel: IN.1 – P.62
The wrong clue token is given. It should read: TAKE CLUE
• † Betty, D.1 – P.30 TOKEN #2.
The last option should appear first, and should read: “IF
YOU HAVE THE “HARROWED HERALD” #93 EFFECT • ‡ Bas-Relief: IN.1 – P.66
CARD, YOU MUST READ D.5” Add the following instruction before RESUME PLAYING:
TAKE CLUE TOKEN #3 .
CHAPTER 38 • † Bas-Relief: IN.2 – P.67
• ‡ Lectern, IN.1 and E.1 – P.34 and 44 Add the following instruction after TAKE CLUE TOKEN
The first choice should read: “IF YOU DO NOT HAVE #3: TAKE THE VIGILANT #37 EFFECT CARD.
• † E.1, E.3, E.7, E.25, E.66 – P.26-28-32-50-91 THE “PAWNED” #92 EFFECT CARD”. • † The Door – P.69
The “Powerful Guard” NPC standee number is missing on There is no need for the “IF THE ACTION TOKEN #2 IS
CHAPTER 39
these pages. Add “#9” after each mention of this NPC. ON THE TILE” instruction. You can ignore it.
• ‡ Lectern, IN.1 – P.24
• ‡ Storybook: Introduction – P.101 • † E.4 – P.77
This instruction gives the wrong clue token. It should be:
The clue tokens gained in the previous chapter lead to There is no need for the “IF THE ACTION TOKEN #1
“TAKE CLUE TOKEN #2”
the wrong pages. It should read: IS ON THE TILE” instruction. You can ignore it.
IF YOU HAVE CLUE TOKEN #1, you have climbed up CHAPTER 40
the building thanks to your sorcery. LASOMBRA #2
• † Jimmy, D.5 – P.10
DISCARD IT AND READ EVENT E.1 • ‡ E.2 – P.45
When combat begins, add the following instruction:
IF YOU HAVE CLUE TOKEN #2, ride the platform This page leads to the wrong page. It should read: “READ
“THE “JIMMY SMYTHE” NPC USES THE “JIMMY
to the top. E.9”, as E.10 is the second part of E.9 and only contains
SMYTHE” #48 STATE CARD”
DISCARD IT AND READ EVENT E.3 the image, not the instruction.
IF YOU HAVE CLUE TOKEN #3, you have used Sid’s CHAPTER 41 • ‡ E.4 – P.47
card to ride the elevator.
• ‡ E. 37-E.39 – P.42-44 An instruction is missing. Add the following at the end of
DISCARD IT AND READ EVENT E.4
The instruction here asks for the wrong effect card. it the narrative text: “TAKE CLUE TOKEN #1”.
F YOU HAVE CLUE TOKEN #4, brute force your way
should read: IF YOU DO NOT HAVE THE “CAST OUT” • ‡ E.38 – P.81
through more of the Prince’s security.
#95 EFFECT CARD. The instruction allowing you to do more with the mirror
DISCARD IT AND READ EVENT E.2
BANU HAQIM #1 is missing. Add the following instruction at the end
• ‡ Storybook: Conclusion – P.102

LAST UPDATE: 10-11-2023


of the narrative block:
An instruction is missing regarding a special mission • † Storybook: Introduction – P.151 IF THERE ARE 2 INVESTIGATION AREA TOKENS
you have to perform for another Kindred. Add the In the ACTION section, add the instruction: OR FEWER LEFT ON THE TILE, YOU MUST READ
following instruction after gaining the chapter’s “Take the “MY OLD FRIEND” #67 item card” before PAGE E.39
reward: “READ PAGE E.1”. It is stated in the narrative
“IF YOU HAVE THE “VAMPIRE”S OATH” #73 introduction that you have your gun, but without the • † Storybook: Introduction – P.161
EFFECT CARD AND INVESTIGATION AREA TOKEN instruction, we realize it might not be obvious. You still The Action is spoiler-y, it should only read: READ E.1
#1 IS STILL ON THE TILE, TAKE THE “MORE THAN do not have the KARAMBIT, this comes later.
YOU BARGAINED FOR” #78 EFFECT CARD” MINISTRY #1
• † E.15 – P.56
• † Storybook: Conclusion – P.164
CHAPTER 31 At the top of the page, add the following instruction:
While you cannot visit Alex or undertake any feeding
“Move your miniature on a HEX facing the “Ticket Booth
• ‡ E.12 – P.67 event because you are not in Montreal, you should be
Operator” NPC”. It feels weird to shout at the operator
All of the tokens here should be investigation area able to regain your Hunger, Willpower, and Damage.
from across the room otherwise.
tokens. The instruction should read: Change the instruction for:
VAMPIRE: THE MASQUERADE – CHAPTERS

“SET INVESTIGATION AREA TOKEN #1, #2, #3 BANU HAQIM #2 “BETWEEN THIS CHAPTER AND THE NEXT: YOU
ON THE DESIGNATED HEXES” CANNOT CHANGE YOUR ALLIES, NOR VISIT ALEX
• † E.4 – P.67 SIMARD, NOR UNDERTAKE A FEEDING EVENT.”
CHAPTER 32 Instead of reducing your Hunger by 1, reduce it by 2, just
like you would a Prey NPC. THE HOLLOW
• † IN.2: D.19 – P.20-21
The instruction should say: “REMOVE INVESTIGATION • ‡ Storybook: Introduction – P.153 • † Vicious: E.3 – P.56
AREA TOKEN #2” and not “ACTION TOKEN #3”. Remove Investigation Token #3 from the tile during the Replace the first half of the instruction with:
chapter’s initial setup. It appears later in the chapter. SET A DIFFICULT TERRAIN TOKEN ON THE UPPER LEFT
• ‡ E.63 – P.92-93
An Instruction is missing. Add: “SET THE ‘SYLVESTER’ ADJACENT HEX TO YOUR STARTING LOCATION.
HECATA #1
NPC ON A HEX ON THE LEFT EDGE OF THE TILE” before
the “COMBAT BEGINS!” instruction. • † E.4 – P.51
Add the instruction “Read E.6” at the end of the second
option: “If you have Fortitude...”

‡ : Higher importance error leading to a dead-end or a wrong path. 3


† : Typo, oversight, clarification or improvement — Not game breaking. In most of these instances, players can figure the solution without this document.
• † Vicious: E.3, E.5, E.6 – P.58-59 Add the line “in your Line of Sight” after “Choose an NPC”. of XP as your previous one. Note: Changing characters is
These instructions do not follow Sid’s tracker on his • † Presence level 3 — “Subjugate” permanent. If you change to a different character after
state card. You should read the event pages only when This power’s duration should be “Immediate” and not Chapter #1, you cannot return to your previous character.
Sid’s damage tracker is 4+ (E.4), 8+ (E.5), and 12 (E.6). “Active”. The only exception to this are the Prologues. You can play
each prologue once, and gain the XP for each.”
• † Thicker Than Water, E.4 – P. 73 • † Blood Sorcery - Quietus level 2 — “Corrosive
The instruction on how to play the twins may be Blood”, Oblivion - Obtenebration level 2 — “Stygian MASQUERADE BREACH
confusing for some players. For clarity, change the first Shroud”, level 3, — “Tenebrous Form” • † P.32
instruction in the red box with the following: “THE The duration should not be “Discard after usage” but Clarification on when to open the envelopes. We realize
‘MAGGIE’ AND ‘ELLA’ NPCs SHARE THE SAME “Discard at the end of the combat sequence”, to remain in it might not be obvious when to open the Masquerade
DAMAGE TRACKER. IT SPANS BOTH CARDS, WHICH line with other similar Disciplines. Breach envelopes. As such, add the following right
MEANS THAT THEY ARE ONLY DEFEATED ONCE THEY • † Presence — All levels before the list of consequences to breaching the
HAVE TAKEN 24 DAMAGE TOTAL. IT IS IMPOSSIBLE The Discipline power DREAD GAZE should be level 1, and Masquerade:
TO DEFEAT JUST ONE SISTER. THEY BOTH REMAIN ON ENTRANCEMENT should be level 2. When you complete a chapter, or feeding event, in
THE TILE UNTIL THEY ARE BOTH DEFEATED.” which you increased the Masquerade Breach tracker,
EFFECT CARDS do the following depending on where the Masquerade
ANCIENT PATHS #1 Breach Tracker is at:
• † Disoriented #61
• † Enzo: D.10, D.15, D.16, E.1 – P.15, 20, 21, 70 The duration should be:
Enzo should use his own State Card, not the “Frenzied MOVEMENT
Discard at the end of the chapter.
Vampire” despite certain circumstances... • † P.35
STANDEES Clarification on movement: A player character can move
ANCIENT PATHS #2 through another player character or Ally, but not end
• † Standees #10 to #19
• † Storybook – P.2 their turn on the same HEX.
The NPC standees #10 to #19 have a numbering mistake.
The title of the chapter reads “Here be Monsters”, but They bear #30 to #39 on their back. The real #30 to #39 NICO MILLER
its real name, as written on the booklet cover, is “A NPCs have the same numbers on both sides. Those who
Macabre Discovery “. • † P.13
have differing #’s are written as #10 to #19 in the For ease of play, here are all the chapters in which
• † E.13 – P.68 storybook and booklets. In case of confusion, look to the Nico’s flaw is active: Chapters 3, 4, 14, 19, 20, 24, 27,
The setup of investigation token #4 is missing. When image, or to the lowest number on the standee to 37, 38, 39, and Ancient Paths 1. Note that these do not
you add the 3 NPCs, also set Investigation Token #4 in correctly identify which are the right ones. necessarily correspond to tiles - for example, Nico only
the top left corner, as indicated in the image here. suffers their flaw when they steps into the Hollow
• † Standee #126
(Chapter 14) for the first time, not any other time after.
There is no #126, that number was skipped over when we
numbered the standees. SKILL CHECKS
STATE CARDS • † P.34
This is a clarification for a fringe case that might happen
• † Ghouls 1 to 4, #72 to 75
during play. If a player attempting a skill check would
These ghouls should use the Ghoul Combat Deck,
end up with 0 dice or less (due to an effect card, or the
not the Human one.
Fatigued state), they automatically fail the check, even
• † Sid State Card #26 if they had enough skill levels to guarantee success.
All of Sid’s special attacks are ranged attacks. Both his
special attacks should target (Target in Line of Sight). STEALTH MODE
His passive effect is also missing a component. Change it • † P.50
to the following: “WHENEVER SID IS DEALT DAMAGE Clarification on Stealth and enemy movement: It might
BY A CHARACTER, PUSH THAT ATTACKER BACK 2 happen, while you are in STEALTH Mode, that an NPC
HEXES.” moves in such a way that you end up in their Line of
• † Councilwoman: D.11 – P.16
The “MAINTENANCE WORKERS” NPC that is set • † Werewolf Boss State Card #22 Sight. When this happens, you may attempt an
up on this page is indeed a dialogue NPC, and the image The Special attack #1 should be typed “attack” and not immediate STEALTH check to hide. If you were already
shown on the page should have the speech bubble “defense”. in STEALTH mode, you must make a new STEALTH check
to indicate that. to remain hidden from view.

OBSCURE PAST #2 TOKENS


• ‡ Storybook: Introduction – P.147 • † P.29
Remove the Investigation Area Tokens from the initial Clarification: It costs 2 Movement to move on a Difficult
setup, they appear later. Also, Yuma is not a dialogue RULEBOOK Terrain token, and it costs 1 to move off of it. You can
NPC here yet. end your turn on a difficult terrain token.
COMBAT CARDS
FEEDING EVENTS • † P.45
• † Hochelaga: #6 – P.16 The first paragraph is confusing. Replace it with: “At the
The “SWITCHBLADE” is item #51 and not #53. beginning of a combat round, players must select one card

LAST UPDATE: 10-11-2023


from their active hand. If they do not have any cards
• † Westmount: #7 – P.106 remaining in their active hand, they recover all of their
The BEAUTIFUL STATUE is item #63 and not #68. previously discarded combat cards. If you have played some CHARACTER BOARDS
(but not all) or your combat cards and want to recover your NICO MILLER
discarded cards and add them to your active hand, decrease
your willpower tracker by 1 and draw them back. Combat The back of the board calls Nico’s sire Phillippe Charest,
Cards belong to one of 3 types mentioned below:” but his name is Phillippe Ducharme.
CARDS • † P.47
After the sentence: “Players may also recover all discarded
COMBAT CARDS
combat cards by spending 1 Willpower point, regardless of
• † Abyss Hunger, Oblivion 3 how many cards have been discarded.”, add: “Unless your
The added effect should state: “NPCs in Line of Sight” entire Active Hand has been discarded, in which case you
instead of “Targets...” You do not have targets when recover all of your discarded combat cards
defending, but the slowing effect is intended to affect
VAMPIRE: THE MASQUERADE – CHAPTERS

every NPC you can see. EXPERIENCE POINTS


• † P.20
DISCIPLINE CARDS
Replace the XP section with the following: “Throughout
• † Celerity level 1 — “Fleetness” the various chapters found within the game, you will collect
There is no point in limiting this Discipline to several things: experience points (XP), items, clues, BOONS,
only during combat. Change the duration to: and more. Record the XP you collect at the bottom of your
Effect ends at the end of the sequence. character sheet. Any XP gained during the game is shared
• † Dominate: Compel level 3 — “Mesmerize” amongst all members of the coterie, unless specified otherwise,
and among any character a player may play. This means that
if you want to play as a different character during the
campaign, your new character begins with the same amount

‡ : Higher importance error leading to a dead-end or a wrong path. 4


† : Typo, oversight, clarification or improvement — Not game breaking. In most of these instances, players can figure the solution without this document.

You might also like